Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...
The adding of terrain tiles eventually results in a reallocation of the landscape and something becomes de-synchronized between the water system and the landscape system resulting in the deformation ...
CriticalErrors in FWindowsErrorOutputDevice::Serialize (and other platforms) run some code after the error is detected rather than immediately terminating the process. Some of this other code is spe ...
The serialization code for the motion matching database has a check that will fail if a property has the IgnoreForMemberInitializationTestName meta tag. Niagara emitters contain a property that has ...
Following code works as a work around : void SFbxSceneStaticMeshReimportListView::OnChangedOverrideOptions(TSharedPtr<FString> ItemSelected, ESelectInfo::Type SelectInfo) { #if 0 check(ItemSele ...
USplineMeshComponent::CalcBounds function should be returning an FBoxSphereBounds type, but in the implementation it instead outputs an FBox. This may result in the returning of invalid results, esp ...
When DitheredLODTransition is enabled for HierarchicalInstancedStaticMesh, in the previous version (5.1.1), dithering was applied during fade-in/fade-out, but in 5.4.3, dithering is not applied duri ...
The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...
The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...